Reputation: 707
QUESTION
I've noticed that draw()
cycle is interrupted by events elaboration.
In the following example the circle animation will stop at mouse click until the elaborating_function()
ends.
void setup(){
size(800, 600);
background(#818B95);
frameRate(30);
}
void draw(){
background(#818B95);
//simple animation
fill(0,116,217);
circle(circle_x, 200, 50);
circle_x += animation_speed;
if(circle_x>800){ circle_x = 0; }
}
void mouseClicked() {
elaborating_function();
}
void elaborating_function(){
println("elaboration start");
delay(1000);
println("elaboration end");
}
Of course, a simple solution to run the elaboration without stopping the animation could be to thread("elaborating_function");
But my question is: if it is possible to run the draw cycle into an independent thread instead?
SOLUTION
I've found a possible solution inverting my problem and creating an "independent cycle" parallel to the draw
one. Within this cycle is possible to run any function and it will not interfere with the draw execution. Every event triggered by the user needs only to set a specific variable in order to activate (once or more time) the function within the cycle.
int circle_x = 0;
int animation_speed = 5;
boolean call_elaborating_function = false;
void setup(){
size(800, 600);
background(#818B95);
frameRate(30);
IndependentCycle independentCycle = new IndependentCycle();
independentCycle.setFrequency(1);
new Thread(independentCycle).start();
}
void draw(){
background(#818B95);
//simple animation
fill(0,116,217);
circle(circle_x, 200, 50);
circle_x += animation_speed;
if(circle_x>800){ circle_x = 0; }
}
public class IndependentCycle implements Runnable{
private int frequency; //execution per seconds
public IndependentCycle(){
frequency = 0;
}
public void setFrequency(int frequency){
this.frequency = 1000/frequency;
println(this.frequency);
}
public void run(){
while(true){
print(".");
delay(this.frequency);
//DO STUFF HERE
//WITH IF EVENT == ture IN ORDER TO RUN JUST ONCE !!
if(call_elaborating_function){
call_elaborating_function = false;
elaborating_function();
}
}
}
}
void mouseClicked() {
call_elaborating_function = true;
}
void elaborating_function(){
println("elaboration start");
delay(1000);
println("elaboration end");
}
Upvotes: 2
Views: 64
Reputation: 51867
As far as I know Processing has it's own AnimationThread.
Your proposed solution to thread elaborating_function()
is great.
You could have a basic class that implements Runnable
if you need a bit more control. With this thread running in parallel, Processing's main animation thread should run along side it just fine without pausing rendering.
This options sounds much simpler than trying to mess with Processing's AnimationThread
and potentially have to deal with unexpected behaviour.
What is the actual goal you're trying achieve ?
Upvotes: 1